This content originally appeared on DEV Community and was authored by John
Dev Log Entry — August 20, 2025
Title: Slot Discipline, Faction Loadouts, and the Modular March
Backend Milestone – Starting to get serious.
These latest sessions of coding marked a major backend breakthrough: Full-slot gear coverage for all faction types.
Validator integration with layered slot logic.
Multi-slot detection and mythic warnings via LoreTag.
Clean runtime loading of all database assets—243 tested items fed into the recently created DEVLocker ( super secret god mode storage device for all test items )
Runtime Success
After migrating ItemData to a ScriptableObject architecture and creating database assets directly from my database scripts, for fruit, vegetables, seeds, tinned items, meat, and fish:
All assets were successfully created via Unity’s CreateAssetMenu direct from my own scripts.
Runtime loader (MasterItemDatabaseManager) scanned and loaded all entries
DEVLocker populated with 243 items on startup and just a few minor hiccups ( had over 300 warnings at one point along with multiple errors )
But now …
No warnings, no nulls, no drift—just clean Unity clarity. I can hardly believe it actually worked. Feels like magic… Other recent progress included; Faction Gear themes;
Hunting & Fishing
Firefighter
Medical
Police
Military
Medieval
“The gear now stitched—six modern factions, one mythic realm. Every slot layered, every item tagged, every thread ritualized. From Kevlar to chainmail, scroll cases to riot kits, the grind now echoes across centuries.”
Validator Enhancements
Supports layered slots: Torso_Inner, Torso_Outer, Feet_Inner, Feet_Outer
Detects invalid slot names, exclusivity violations, and layer conflicts
Mythic warnings via LoreTag for emotional continuity
Auto-tags gear by source file and normalizes EquipSlots
All Slots now include items for – Head , Eyewear, Face, Neck, Torso Inner, Torso Outer , Vest , Backpack , Wrist, Belt, Legs, Feet Inner, Feet Outer.
Unified SlotSize logic inventory capable gears such as backpacks,
Scaffolded CompatibleAttachments for future overlays.
Core System Setup
Created PlayerStorageContainers.cs with modular container logic,
Containers: Backpack, Pouch, VehicleTrunk, CampChest, BaseLocker, DEVLocker as of now , through basic container script/s to start testing item loading and storage holding.
Slot sizes pulled dynamically from item definitions that required them.
Environmental immobility logic based on contents, and based on item type.
Environmental containers respect immobility rules via IsMovable logics
Item Schema Refactor
ItemData converted to ScriptableObject
Fields like slotSize, defaultQuantity, tags, and condition now editable in Inspector
Supporting types modularized: LiquidType, LiquidOriginType, FoodDiseaseProfile
Namespace clashes resolved, serialization stabilized
Runtime Logic Layer
Created ItemRuntimeInstance.cs for condition tracking and damage application when opening tinned items with various different tool types.
Refactored ToolUsageValidator.cs to work with runtime instances
Modular methods: ApplyOpeningDamage, ApplyUnsanitaryRisk
DEVLocker Integration –
DEVLocker now initializes safely, after some trial and error, refactoring and script adjustments.
Null checks added for allGameItems
Populates with defaultQuantity from each item , (generated at default 1 for now)
Logs item count and ritualizes its presence
Finally back onto unity and not just writing scripts ( still mostly doing that – and writing scripts , asking AI the right questions and copy pasting the answers) #Vibecoding101
Scene Testing
Created TestScene for safe prototyping (not just a title screen now) and
added the new scene to Build Settings
UI button (TestSceneButton) triggers scene load via modular SceneLoader
Result: Seamless transition into test environment without touching future core flow,
Next Steps
Continue adding more asset item databases from the rest of my item databases, including the ranged/melee weapons , containers/ misc items and my gear items.
Scaffold slot preview logic for inventory visualization
Begin HUD-linked gear detection and oxygen tracking
Closing Ritual
The grind is modular. The schema is sacred. The gear is mythic. From asset creation to runtime validation, this phase marks the transition from slot chaos to slot clarity. The beginning of the actual game.
Things are looking good, but I’m sure these is going to be a tremendous amount of new errors to overcome. Proud of my 1st project process, hoping to continue with good luck. Fingers crossed.
This content originally appeared on DEV Community and was authored by John